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Part 56
Magic: The Gathering Arena

Part 56

Navigate Part 56 of your Magic: The Gathering Arena journey. Learn about creature types, deck strategies, and how to counter challenging opponents.

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Navigate Part 56 of your Magic: The Gathering Arena journey. Learn about creature types, deck strategies, and how to counter challenging opponents.

Alright, let's dive into Part 56! This section is all about understanding specific decks and how to tackle them in Magic: The Gathering Arena. We'll break down a couple of distinct strategies you might face, focusing on their strengths and weaknesses.

First up, we have a G/W centaur-themed beatdown deck. Think of these creatures as sturdy warriors, often with power and toughness that match their mana cost. They've got keywords like Heroic and Inspired, which means they get stronger when you target them with your spells or when they untap. The deck uses cards like Savage Surge to power them up and trigger those Inspired effects. On the tougher Planeswalker difficulty, they swap out a basic Nessian Courser for the Courser of Kruphix. This card is pretty neat because it lets you play lands from the top of your library and gives you a life point each time you do. It really helps them keep up with lands, which was a bit of a weak spot before. The easiest way to beat this deck? Flyers! They struggle against those. If you don't want to go the flyer route, try swarming the board with defenders or creatures with deathtouch. Just be wary of cards like Warchief, which buffs up all your centaurs and gives them extra abilities.

Next, we're looking at a Blue siren-themed flyer deck from the 'Theros: Perilous Seas' set. While their creatures might not be the strongest on their own, they pack a punch with annoying blue spells that bounce your creatures back to your hand or even the top of your deck. Cards like Deepwater Hypnotist can weaken your attackers, and Shipwreck Siren can force you to attack while also debuffing your whole team. When the difficulty ramps up, they get access to cards like Ray of Command, which can steal one of your creatures for a turn, and Siren of the Fanged Coast, which can either be a big threat or permanently steal an opponent's creature. The biggest weakness here is noncombat damage – spells like Shock can take out most of their creatures. Honestly, outside of being blue and flying, there's not a ton of synergy in this deck, so hand disruption can also be a solid strategy.

Finally, we have the 'Theros: Polis Invasion' deck, a R/W weenie deck focused on the Heroic keyword. This means their creatures get beefier when you target them with your own spells. They have a lot of low-cost instants to make this happen. Like the other decks, noncombat damage is a big threat to them. Aura and equipment decks can also overextend, leaving them vulnerable if you can pick off their creatures. Keep an eye out for Favored Hoplite's ability to prevent damage and the Akroan Horse, which makes tokens. On Planeswalker difficulty, they get 'Launch the Fleet,' which can spawn extra 1/1 tokens when attacking, and 'Anax and Cymede,' a creature that buffs your whole team with power and trample when its Heroic ability triggers. This deck is all about swarming the board quickly.

Tips for Part 56
  • Against the centaur deck, prioritize flyers or creatures with deathtouch.
  • The siren deck is vulnerable to noncombat damage and hand disruption.
  • The R/W weenie deck can be overwhelmed by efficient removal and noncombat damage.
  • Always pay attention to the Planeswalker difficulty changes, as they often introduce powerful new threats.

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